Hey @bghgary … I have used my specular export i n quite a while, but now when i dow my textures that is was working before when i wrote now show grey… But if i use the inspector and i click the wrench next to the texture (Render as main texture) is then show fine.
First… when did we change that the specular texture was NOT the main texture ?
Second… What can i do to make it the main texture, i did see a setMainTexture type function ?
I set the KHR Specular extension DiffuseTexure with the main texture when i export from unity to gltf. So why would it not be the main texture anymore ?
When i export from Unity using the specular workflow… Which in turns uses the KHR Specular GLTF Extension… I set the DiffuseTexture of the extension… But now, when its gets rendered, the texture is not rendered… But if i use the inspector and click the WRENCH to left of the ALBEDO texture (which says Render as main texture). then it renders the actual texture it was supposed to:
I afraid I do not… They just test exports for the Specular workflow (Which I hardly ever use, didnt even notice it was broken til yesterday when i had to export a scene that was made with Specular materials)
But.. what is the concept of Main Texture that there is a BUTTON that says render as main texture. Which implies that there could be secondary texture for the Albedo/Diffuse. Like i am setting the WRONG texture that babylon is expecting for the specular workflow.
Its shows as ALBEDO (Not Diffuse), I can see the texture there. But i have to click thata wrench button to make the MAIN TEXTURE… what ever that state is ?
I looked a the source:
<span className="actionIcon" onClick={() => this.debugTexture()} title="Render as main texture">
<FontAwesomeIcon icon={faWrench} />
</span>
Which calls some sort of debugging texture function… Not sure what is going with what should already be the MAIN TEXTURE
What is happening is that you do not have an environment texture and your model is fully reflective so it appears all dark. Swapping the reflectivity color to black and adding an environment should make it ok.
I’m back. This thread doesn’t seem resolved, but all PBR materials (specular/glossiness or metallic/roughness workflows) require an environment texture to display properly.
OK… I didnt know that. I usually am using one from the default SKYBOX (I generate a dds from the skybox in unity when you export, if you have not specifiaclly set one)
For metallic/roughness workflow, reflectivityColor is ignored.
For specular/glossiness workflow, reflectivityColor is the color of the specular component. It will be multiplied against the reflectivityTexture (i.e. the specular texture).